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February 16th, 2002, 02:06 AM
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Re: Keeping your distance (II)
derb,
The advantage of faster engines is as I belive General Patton put it: "The firstes with the mostest". His language aside, Faster engines can turn the tide of a battle every time.
Yes, you do have to do some careful planning to where you place resupply and using the "Move To". Experiance does make this eaier
Still I understand your frustration.
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February 17th, 2002, 08:20 AM
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Re: Keeping your distance (II)
Also ck the amount of supply your fleet has before you debark. If you used quite of bit of your max fleet supply, you may have to stay a few extra turns to get it back up to max again.
just some ideas mac
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February 17th, 2002, 08:29 AM
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Re: Keeping your distance (II)
"If you used quite of bit of your max fleet supply, you may have to stay a few extra turns to get it back up to max again."
Actually, no. Bases act like they have built-in Quantum Reactors. Supply is evenly distrubuted among the ships in a fleet. Quantum reactors produce infinite supply.
So..
Infinity/2 = Infinity
Infinity/3 = Infinity
Infinity/4 = Infinity
Infinity/n-1 = infinity
Infinity/n = infinity
In other words, no matter how many ships you have docked, they'll fill in one turn.
Phoenix-D
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February 17th, 2002, 08:45 AM
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Re: Keeping your distance (II)
Phoenix-D, question, In games I've played, I have parked ships over planets I own with re-supply bases, however, I have seen where if I've used quite a bit of supply, that they sometimes take several turns before their maxed out again.
Do bases then act differently then planets?, I've never payed attention but I shall from now on, does make difference.
just some ideas mac
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just some ideas Mac
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February 17th, 2002, 09:00 AM
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Re: Keeping your distance (II)
It's not supposed to do that I think. I'll make a quick mod tommarrow to check it out. (65k supples, engine uses 64k per move..)
Phoenix-D
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February 17th, 2002, 09:16 AM
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Re: Keeping your distance (II)
What I've seen is something like; fleet's max is say 3000, you arrive at planet re-supply with say
1250. It would take 2 or more turns before it would again max out to 3000. I've seen this quite often in 1.41 and 1.49 and even in my hot seat games. It's not only for fleets but happens with single ships as well.
ps. what are you doing up so late, I thought I was the only one on, kids in bed and have some time to my self, but usually everyone on forum is already gone and in bed around this time
just some ideas mac
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just some ideas Mac
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February 17th, 2002, 10:51 AM
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Re: Keeping your distance (II)
In all my games resupply on planets was instantaneous. However the supply use for the Last movement is subtracted: A ship with 6 engines and a supply capacity of 3000 will therefore be refueled only to 2940. If you don't move the next turn then it will have full 3000 supply.
Supply transfer within fleets takes one turn.
Is that what you obseved or were your ships using supplies (e.g. cloaking) while in orbit around the colony?
[ 17 February 2002: Message edited by: Q ]
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February 17th, 2002, 04:49 PM
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Re: Keeping your distance (II)
quote: Originally posted by dmm:
(RE: Bases moving) I believe those days are permanently over. Am I right, that you can't even mod that in anymore?
Actually, I don't know about the emergency movement, but bases are perfectly capable of using standard engiens if it is modded in. In the stock game they have a max of zero engines on the hull. But if you change that, they can be given standard ship engines and mvoe around just like ships. You can even give them move to and attack orders.
Geoschmo
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February 18th, 2002, 12:07 AM
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Re: Keeping your distance (II)
"But if you change that, they can be given standard ship engines and mvoe around just like ships. You can even give them move to and attack orders."
I just tried that for sats, bases, and mines. None of them worked. I gave them engine ability, one engine per move, and allowed them to use engines. In the design screen, it said that they had a move of three, but when it came time to give orders, nothing happened. 1.49
RE: resupply:
Looks like I was wrong. Quantum Reactors and bases produce a finite (but very large) amount of supplies. Moreover, they "taper off". My supplymon class had one Ion Engine (modded- stores 64 supplies, uses 63k) and a master computer. When I fleeted the expeneded supplymons with a "resupplymon" (supplymon with quantum reactor) or a base, they gained 20k each on the first turn, 13k on the next, and a dimishing value thereafter. This was NOT affected by the number of depleted ships in the fleet- one ship was the same as two. A normal ship was brought up to supply immediately- but it only had 2500 supply, so the quantum limit may not have affected it. To test that, I fleeted 20 normal ships with a single resupplymon, each ship got 2857/3000 supplies, for a total of 57140 supplies. So it looks like the "quantum limit" is per SHIP, not per fleet. It can't fill up more than a certain defined amount per turn, or more than a certain percentage of the remaining supply. Bug or feature?
The amount of supples carried by the supply ship had no effect (I did one with a MC, quantum engine baseship, every other KT with supply storage- same effect as without the storage)
When I sent the depleted Supplymons to a resupply depot, they gained 1000 supply immediately, then the rest the next turn. When I sent a depleted normal ship to a resupply depot, it gained 2450 (out of 2500) supply at once, then the remaining 50 the next turn. Moving 20 normal ships onto a resupply depot resulted in a similar effect- 59940 supplies out of 60k immediately, the rest the next turn. Even stranger, if I set up a multiple-turn move order, the ships got that amount of supplies. If I moved them onto the resupply depot manually, they got less- 58800. Using the resupply order had the same effect- if they arrived "same turn", they got less supplies. Probably that movement thing Q talked about here.
Next I fleeted a large number of normal ships (20) with one depleted supplymon. The supply was evenly spread out among the fleet, giving every ship 2450.
This was all done in sequential mode, not simultanious.
Side note: while testing this, one of my stars went unstable, to blow in 30 turns. The interesting part is, the star that went unstable had the "star unstable" ability attached to it. Could THAT be what that ability does?
Phoenix-D
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February 18th, 2002, 01:50 AM
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Re: Keeping your distance (II)
quote: I just tried that for sats, bases, and mines. None of them worked. I gave them engine ability, one engine per move, and allowed them to use engines. In the design screen, it said that they had a move of three, but when it came time to give orders, nothing happened. 1.49
Hmmm, I don't know Phoenix. I know it works for bases. You are correct that it doesn't work for sats and mines though. In Devnull mod we gave the bases a component that would give them combat movement only. We had to change stuff around though because we did NOT want them to have standard movement and they were getting it when we allowed them to use engines for combat movment.
I'll have to dig out my notes...
Geoschmo
[ 17 February 2002: Message edited by: geoschmo ]
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